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Philippe Weier

dblp:297/6103 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0003-4276-1804ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 86% Computational photography and imaging · 14%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
inverse rendering
0.912025
Practical Inverse Rendering of Textured and Translucent Appearance · ACM Trans. Graph. 2025
Rendering
subsurface scattering
0.912025
Practical Inverse Rendering of Textured and Translucent Appearance · ACM Trans. Graph. 2025
Rendering
neural rendering
0.712023
Neural Prefiltering for Correlation-Aware Levels of Detail · ACM Trans. Graph. 2023
Rendering
monte carlo rendering
0.612022
EARS: efficiency-aware russian roulette and splitting · ACM Trans. Graph. 2022
Rendering › ray tracing
path tracing
0.612022
EARS: efficiency-aware russian roulette and splitting · ACM Trans. Graph. 2022
Rendering › ray tracing › path tracing
russian roulette and splitting
0.612022
EARS: efficiency-aware russian roulette and splitting · ACM Trans. Graph. 2022
Rendering › monte carlo rendering
variance reduction
0.612022
EARS: efficiency-aware russian roulette and splitting · ACM Trans. Graph. 2022
Rendering
light transport
0.212023
Neural Prefiltering for Correlation-Aware Levels of Detail · ACM Trans. Graph. 2023

Methods — techniques the papers use, named apart from their topics

path tracing · 0.9laplacian pyramid · 0.9gradient computation · 0.9differentiable mipmapping · 0.9sparse voxel grid · 0.7neural network · 0.7monte carlo estimation · 0.6fixed-point iteration · 0.6
YearPublicationVenuePosition
2025 Practical Inverse Rendering of Textured and Translucent Appearance
abstract
Inverse rendering has emerged as a standard tool to reconstruct the parameters of appearance models from images (e.g., textured BSDFs). In this work, we present several novel contributions motivated by the practical challenges of recovering high-resolution surface appearance textures, including spatially-varying subsurface scattering parameters. First, we propose Laplacian mipmapping , which combines differentiable mipmapping and a Laplacian pyramid representation into an effective preconditioner. This seemingly simple technique significantly improves the quality of recovered surface textures on a set of challenging inverse rendering problems. Our method automatically adapts to the render and texture resolutions, only incurs moderate computational cost and achieves better quality than prior work while using fewer hyperparameters. Second, we introduce a specialized gradient computation algorithm for textured, path-traced subsurface scattering, which facilitates faithful reconstruction of translucent materials. By using path tracing, we enable the recovery of complex appearance while avoiding the approximations of the previously used diffusion dipole methods. Third, we demonstrate the application of both these techniques to reconstructing the textured appearance of human faces from sparse captures. Our method recovers high-quality relightable appearance parameters that are compatible with current production renderers.
Philippe Weier, Jérémy Riviere, Ruslan Guseinov, Stephan J. Garbin, Philipp Slusallek, Bernd Bickel, Thabo Beeler, Delio Vicini
ACM Trans. Graph.1
2023 Neural Prefiltering for Correlation-Aware Levels of Detail
abstract
We introduce a practical general-purpose neural appearance filtering pipeline for physically-based rendering. We tackle the previously difficult challenge of aggregating visibility across many levels of detail from local information only, without relying on learning visibility for the entire scene. The high adaptivity of neural representations allows us to retain geometric correlations along rays and thus avoid light leaks. Common approaches to prefiltering decompose the appearance of a scene into volumetric representations with physically-motivated parameters, where the inflexibility of the fitted models limits rendering accuracy. We avoid assumptions on particular types of geometry or materials, bypassing any special-case decompositions. Instead, we directly learn a compressed representation of the intra-voxel light transport. For such high-dimensional functions, neural networks have proven to be useful representations. To satisfy the opposing constraints of prefiltered appearance and correlation-preserving point-to-point visibility, we use two small independent networks on a sparse multi-level voxel grid. Each network requires 10--20 minutes of training to learn the appearance of an asset across levels of detail. Our method achieves 70--95% compression ratios and around 25% of quality improvements over previous work. We reach interactive to real-time framerates, depending on the level of detail.
Philippe Weier, Tobias Zirr, Anton Kaplanyan, Lingqi Yan 0001, Philipp Slusallek
ACM Trans. Graph.1
2022 EARS: efficiency-aware russian roulette and splitting
abstract
Russian roulette and splitting are widely used techniques to increase the efficiency of Monte Carlo estimators. But, despite their popularity, there is little work on how to best apply them. Most existing approaches rely on simple heuristics based on, e.g., surface albedo and roughness. Their efficiency often hinges on user-controlled parameters. We instead iteratively learn optimal Russian roulette and splitting factors during rendering, using a simple and lightweight data structure. Given perfect estimates of variance and cost, our fixed-point iteration provably converges to the optimal Russian roulette and splitting factors that maximize the rendering efficiency. In our application to unidirectional path tracing, we achieve consistent and significant speed-ups over the state of the art.
Alexander Rath, Pascal Grittmann, Sebastian Herholz, Philippe Weier, Philipp Slusallek
ACM Trans. Graph.4
2021 Optimised Path Space Regularisation
abstract
Abstract We present Optimised Path Space Regularisation (OPSR), a novel regularisation technique for forward path tracing algorithms. Our regularisation controls the amount of roughness added to materials depending on the type of sampled paths and trades a small error in the estimator for a drastic reduction of variance in difficult paths, including indirectly visible caustics. We formulate the problem as a joint bias‐variance minimisation problem and use differentiable rendering to optimise our model. The learnt parameters generalise to a large variety of scenes irrespective of their geometric complexity. The regularisation added to the underlying light transport algorithm naturally allows us to handle the problem of near‐specular and glossy path chains robustly. Our method consistently improves the convergence of path tracing estimators, including state‐of‐the‐art path guiding techniques where it enables finding otherwise hard‐to‐sample paths and thus, in turn, can significantly speed up the learning of guiding distributions.
Philippe Weier, Marc Droske, Johannes Hanika, Andrea Weidlich, Jirí Vorba
Comput. Graph. Forum1